/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#ifndef CORE_GRID_H
#define CORE_GRID_H

/*
@class Grid
Grid is a logical segment of the game world represented inside Core.
Grid is bind at compile time to a particular type of object which
we call it the object of interested.  There are many types of loader,
specially, dynamic loader, static loader, or on-demand loader.  There's
a subtle difference between dynamic loader and on-demand loader but
this is implementation specific to the loader class.  From the
Grid's perspective, the loader meets its API requirement is suffice.
*/

#include "Define.h"
#include "TypeContainer.h"
#include "TypeContainerVisitor.h"

// forward declaration
template<class A, class T, class O> class GridLoader;

template
    <
        class ACTIVE_OBJECT,
        class WORLD_OBJECT_TYPES,
        class GRID_OBJECT_TYPES
    >
class Grid
{
    // allows the GridLoader to access its internals
    template<class A, class T, class O> friend class GridLoader;
public:

    /** destructor to clean up its resources. This includes unloading the
    grid if it has not been unload.
    */
    ~Grid() { }

    /** an object of interested enters the grid
    */
    template<class SPECIFIC_OBJECT> void AddWorldObject(SPECIFIC_OBJECT *obj)
    {
        if (!i_objects.template insert<SPECIFIC_OBJECT>(obj))
            ASSERT(false);
    }

    /** an object of interested exits the grid
    */
    template<class SPECIFIC_OBJECT> void RemoveWorldObject(SPECIFIC_OBJECT *obj)
    {
        if (!i_objects.template remove<SPECIFIC_OBJECT>(obj))
            ASSERT(false);
    }

    /** Refreshes/update the grid. This required for remote grids.
    */
    void RefreshGrid(void) { /* TBI */}

    /** Locks a grid.  Any object enters must wait until the grid is unlock.
    */
    void LockGrid(void) { /* TBI */ }

    /** Unlocks the grid.
    */
    void UnlockGrid(void) { /* TBI */ }

    /** Grid visitor for grid objects
    */
    template<class T> void Visit(TypeContainerVisitor<T, TypeMapContainer<GRID_OBJECT_TYPES> > &visitor)
    {
        visitor.Visit(i_container);
    }

    /** Grid visitor for world objects
    */
    template<class T> void Visit(TypeContainerVisitor<T, TypeMapContainer<WORLD_OBJECT_TYPES> > &visitor)
    {
        visitor.Visit(i_objects);
    }

    /** Returns the number of object within the grid.
    */
    unsigned int ActiveObjectsInGrid(void) const { return /*m_activeGridObjects.size()+*/i_objects.template Count<ACTIVE_OBJECT>(); }

    /** Inserts a container type object into the grid.
    */
    template<class SPECIFIC_OBJECT> void AddGridObject(SPECIFIC_OBJECT *obj)
    {
        if (!i_container.template insert<SPECIFIC_OBJECT>(obj))
            ASSERT(false);
    }

    /** Removes a containter type object from the grid
    */
    template<class SPECIFIC_OBJECT> void RemoveGridObject(SPECIFIC_OBJECT *obj)
    {
        if (!i_container.template remove<SPECIFIC_OBJECT>(obj))
            ASSERT(false);
    }

    /*bool NoWorldObjectInGrid() const
    {
    return i_objects.GetElements().isEmpty();
    }

    bool NoGridObjectInGrid() const
    {
    return i_container.GetElements().isEmpty();
    }*/
private:

    TypeMapContainer<GRID_OBJECT_TYPES> i_container;
    TypeMapContainer<WORLD_OBJECT_TYPES> i_objects;
    //typedef std::set<void*> ActiveGridObjects;
    //ActiveGridObjects m_activeGridObjects;
};
#endif
